<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
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 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'Soon I should compile my lucky number data.',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		It seems the University of Oregon website instructs me to wait to pay for my exam-proctoring service until the day of the exam.
		I&apos;m not sure what what would happen if I paid now; I might end up having to pay a second time on exam day or something.
	</p>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Alright, thanks!
			I usually learn much better from text than videos, but I&apos;m clearly not getting this particular topic from text.
			Maybe a video will help more.
			I&apos;ll take a look.
		</p>
		<p>
			I used to take Coursera courses too, but I don&apos;t really have time in my life at the moment to handle three courses (two here at this school and one at Coursera) at once.
			My work would degrade more than it already has this term.
			(This has been a monster of a term for me, mostly because on my English course.)
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<img src="/y.st./source/y.st./static/img/CC_BY-SA_3.0/minetest.net./weblog/2018/03/27.png" alt="An apple sapling orchard" class="framed-centred-image" width="800" height="600"/>
	<h2>Minetest log</h2>
	<p>
		I decided not to try to support legacy items during the initial stages of <code>minequest</code> development after all.
		It&apos;s too much effort to go through and figure out which items are even obtainable and not.
		It would involve figuring out which of the old items were even obtainable in the older version of the game and would add more work to the project, which isn&apos;t the goal of this new approach.
		In the initial stages of the Minetest 0.4.* line, Minetest Game was defining legacy items from the Minetest 0.3.* days, items that players were never given a method of obtaining and in some case, items that weren&apos;t fully functional.
		For example, the rat item was programmed to call a method that would spawn a rat animal into the world, but this function was a dummy function that was never actually implemented.
		At this point, it looks like the dummy function was removed, so using the rat item causes the game to crash is used with the modern engine.
		Various items such as cloud nodes are still defined to this day, with no way to obtain them and as far as I can tell, no reason for their continued existence.
		Anyway, I&apos;m going to just ignore items I either don&apos;t recognise or I recognise as having already been removed from modern Minetest Game.
		That&apos;ll let me focus on the items I know still exist and work my way up to supporting all current (obtainable) items.
	</p>
	<p>
		In the early days of the 0.4.* line, there were only three countable drops: saplings, coal, and iron.
		Those were the only three back in the 0.4.3 days, when I began playing the game, but it seems those three date back to before the very beginning of 0.4.
		I thought that would mean I&apos;d only have items that used those three stats in my initial proof-of-concept release, but a few more stats have shown up because <code>minequest</code> is meant for modern Minetest Game.
		Gravel points are added by my <code>renew</code> mod, and I&apos;ve been planning to support <code>renew</code> in <code>minequest</code>.
		Likewise, jungle tree logs and mese blocks existed back then with no associated countable item drop, but it would make zero sense not to use the countable item associated with them now.
		I think I&apos;ll also include items with bonuses that can only really be given with those items and that have a counterpart in the older subgame.
		For example, the bonus for carrying an apple sapling in a bonus slot will be that apple leaves drop apple saplings more frequently.
		All other sapling variants will have a similar bonus for their respective node/drop pairs, as will flint and gravel.
		There&apos;s no reason to leave those out of the initial proof-of-concept release.
	</p>
	<p>
		The warp point concept used in the yellow bed mod evolved from a feature intended for the original iteration of <code>minequest</code>.
		Back then, the plan was that it was to be the bonus for steel doors.
		Only minerals were counted at the time and no items not associated with at least one countable item were given a bonus ability.
		Cotton, and thus cotton-based items, were supported.
		In this new incremental twist in how I&apos;m developing <code>minequest</code>, I&apos;m going back to having that be a door bonus, as beds are too new to be on the to-be-supported-first list.
		Steel doors weren&apos;t a thing in the old days though, making this a <strong>*wooden*</strong> door bonus.
		The only countable tree back then were the apple trees (jungle trees existed, but dropped apple saplings, making it impossible to grow more jungle trees), so the door bonus will be associated with apple saplings.
		I grew a bunch of cotton to power the yellow bed warp points, but now, to keep my warp points as I transition to the new system, I need to grow a bunch of apple trees.
		To speed the process, I&apos;ve turned the entirety of my tree/flower farm into an orchard, but it&apos;ll still be a while before I can fully convert to the new system.
		This is going to set me back a bit.
		I need to grow pine trees if I&apos;m to get enough snow for the tower, but I&apos;m instead growing apple trees because I need enough points to avoid losing warp points when I dismantle the yellow beds mod.
	</p>
</section>
<section id="drawing">
	<h2>Lucky number drawing</h2>
	<p>
		This week&apos;s lucky ending digit was zero.
		I know I&apos;ve recorded another zero at some point, so when time allows, I should be able to go back through my journal and see if there&apos;s a cycle to the ending digits chosen.
	</p>
</section>
END
);
